You can narrow down someone’s age by whether they include spaces in their file names. If they do, they’re under 40. That is a sweeping declaration, and quite possibly true. Here’s another one… Gamers are a sub-culture dominated by young men.

Mobile learning might be a great new tool in your organization’s toolkit, but how is it perceived by users? What kinds of content do they access, and how do they learn? Finally, what can we do to bring our solutions closer to these usage patterns?

Something struck me during this year’s Virtual Reality Working Out Loud Week. Billed as an event for “anyone who is working with or experimenting with virtual reality, whether that be at home, at school or at work”, this was the second time I had run it. Again I was keen for our peers in L&D and other industries to share what they are doing with this emerging technology.

I’ve previously written about the potential fail points of creating 70:20:10 solutions and, in that context, a design thinking process can be crucial in establishing what not to build, instead revealing simple and realistic elements that can be embedded in the workflow of our audience.

Now I am an Instructional Designer (ID) and I have taken those three words in Latin as canon every day of my life. When I joined as an ID at Learnnovators, the first thing that one of my colleagues told me was that an ID must have a great passion for learning. Read on...

I’ve previously written about the need to design learning & high performance ecosystems here, and have been reflecting on some common ingredients for effective ones. I’ve captured some of these in the infographic below:

We, at Learnnovators, have had the privilege to review Dan Pontefract's second book, "The Purpose Effect" that is scheduled to release on May 10, 2016. Check out our review of the book and interview with Dan here...